1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5 * Copyright (C) 2009  VMware, Inc.  All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26#ifndef SHADER_ENUMS_H
27#define SHADER_ENUMS_H
28
29#include "util/macros.h"
30
31#include <stdbool.h>
32
33/* Project-wide (GL and Vulkan) maximum. */
34#define MAX_DRAW_BUFFERS 8
35
36#ifdef __cplusplus
37extern "C" {
38#endif
39
40/**
41 * Shader stages.
42 *
43 * The order must match how shaders are ordered in the pipeline.
44 * The GLSL linker assumes that if i<j, then the j-th shader is
45 * executed later than the i-th shader.
46 */
47typedef enum
48{
49   MESA_SHADER_NONE = -1,
50   MESA_SHADER_VERTEX = 0,
51   MESA_SHADER_TESS_CTRL = 1,
52   MESA_SHADER_TESS_EVAL = 2,
53   MESA_SHADER_GEOMETRY = 3,
54   MESA_SHADER_FRAGMENT = 4,
55   MESA_SHADER_COMPUTE = 5,
56
57   /* Vulkan-only stages. */
58   MESA_SHADER_TASK         = 6,
59   MESA_SHADER_MESH         = 7,
60   MESA_SHADER_RAYGEN       = 8,
61   MESA_SHADER_ANY_HIT      = 9,
62   MESA_SHADER_CLOSEST_HIT  = 10,
63   MESA_SHADER_MISS         = 11,
64   MESA_SHADER_INTERSECTION = 12,
65   MESA_SHADER_CALLABLE     = 13,
66
67   /* must be last so it doesn't affect the GL pipeline */
68   MESA_SHADER_KERNEL = 14,
69} gl_shader_stage;
70
71static inline bool
72gl_shader_stage_is_compute(gl_shader_stage stage)
73{
74   return stage == MESA_SHADER_COMPUTE || stage == MESA_SHADER_KERNEL;
75}
76
77static inline bool
78gl_shader_stage_is_mesh(gl_shader_stage stage)
79{
80   return stage == MESA_SHADER_TASK ||
81          stage == MESA_SHADER_MESH;
82}
83
84static inline bool
85gl_shader_stage_uses_workgroup(gl_shader_stage stage)
86{
87   return stage == MESA_SHADER_COMPUTE ||
88          stage == MESA_SHADER_KERNEL ||
89          stage == MESA_SHADER_TASK ||
90          stage == MESA_SHADER_MESH;
91}
92
93static inline bool
94gl_shader_stage_is_callable(gl_shader_stage stage)
95{
96   return stage == MESA_SHADER_ANY_HIT ||
97          stage == MESA_SHADER_CLOSEST_HIT ||
98          stage == MESA_SHADER_MISS ||
99          stage == MESA_SHADER_INTERSECTION ||
100          stage == MESA_SHADER_CALLABLE;
101}
102
103static inline bool
104gl_shader_stage_can_set_fragment_shading_rate(gl_shader_stage stage)
105{
106   /* According to EXT_fragment_shading_rate :
107    *
108    *    "This extension adds support for setting the fragment shading rate
109    *     for a primitive in vertex, geometry, and mesh shading stages"
110    */
111   return stage == MESA_SHADER_VERTEX ||
112          stage == MESA_SHADER_GEOMETRY ||
113          stage == MESA_SHADER_MESH;
114}
115
116/**
117 * Number of STATE_* values we need to address any GL state.
118 * Used to dimension arrays.
119 */
120#define STATE_LENGTH 4
121
122typedef short gl_state_index16; /* see enum gl_state_index */
123
124const char *gl_shader_stage_name(gl_shader_stage stage);
125
126/**
127 * Translate a gl_shader_stage to a short shader stage name for debug
128 * printouts and error messages.
129 */
130const char *_mesa_shader_stage_to_string(unsigned stage);
131
132/**
133 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
134 * for debug printouts and error messages.
135 */
136const char *_mesa_shader_stage_to_abbrev(unsigned stage);
137
138/**
139 * GL related stages (not including CL)
140 */
141#define MESA_SHADER_STAGES (MESA_SHADER_COMPUTE + 1)
142
143/**
144 * Vulkan stages (not including CL)
145 */
146#define MESA_VULKAN_SHADER_STAGES (MESA_SHADER_CALLABLE + 1)
147
148/**
149 * All stages
150 */
151#define MESA_ALL_SHADER_STAGES (MESA_SHADER_KERNEL + 1)
152
153
154/**
155 * Indexes for vertex program attributes.
156 * GL_NV_vertex_program aliases generic attributes over the conventional
157 * attributes.  In GL_ARB_vertex_program shader the aliasing is optional.
158 * In GL_ARB_vertex_shader / OpenGL 2.0 the aliasing is disallowed (the
159 * generic attributes are distinct/separate).
160 */
161typedef enum
162{
163   VERT_ATTRIB_POS,
164   VERT_ATTRIB_NORMAL,
165   VERT_ATTRIB_COLOR0,
166   VERT_ATTRIB_COLOR1,
167   VERT_ATTRIB_FOG,
168   VERT_ATTRIB_COLOR_INDEX,
169   VERT_ATTRIB_TEX0,
170   VERT_ATTRIB_TEX1,
171   VERT_ATTRIB_TEX2,
172   VERT_ATTRIB_TEX3,
173   VERT_ATTRIB_TEX4,
174   VERT_ATTRIB_TEX5,
175   VERT_ATTRIB_TEX6,
176   VERT_ATTRIB_TEX7,
177   VERT_ATTRIB_POINT_SIZE,
178   VERT_ATTRIB_GENERIC0,
179   VERT_ATTRIB_GENERIC1,
180   VERT_ATTRIB_GENERIC2,
181   VERT_ATTRIB_GENERIC3,
182   VERT_ATTRIB_GENERIC4,
183   VERT_ATTRIB_GENERIC5,
184   VERT_ATTRIB_GENERIC6,
185   VERT_ATTRIB_GENERIC7,
186   VERT_ATTRIB_GENERIC8,
187   VERT_ATTRIB_GENERIC9,
188   VERT_ATTRIB_GENERIC10,
189   VERT_ATTRIB_GENERIC11,
190   VERT_ATTRIB_GENERIC12,
191   VERT_ATTRIB_GENERIC13,
192   VERT_ATTRIB_GENERIC14,
193   VERT_ATTRIB_GENERIC15,
194   /* This must be last to keep VS inputs and vertex attributes in the same
195    * order in st/mesa, and st/mesa always adds edgeflags as the last input.
196    */
197   VERT_ATTRIB_EDGEFLAG,
198   VERT_ATTRIB_MAX
199} gl_vert_attrib;
200
201const char *gl_vert_attrib_name(gl_vert_attrib attrib);
202
203/**
204 * Max number of texture coordinate units.  This mainly just applies to
205 * the fixed-function vertex code.  This will be difficult to raise above
206 * eight because of various vertex attribute bitvectors.
207 */
208#define MAX_TEXTURE_COORD_UNITS     8
209#define MAX_VERTEX_GENERIC_ATTRIBS  16
210
211/**
212 * Symbolic constats to help iterating over
213 * specific blocks of vertex attributes.
214 *
215 * VERT_ATTRIB_TEX
216 *   include the classic texture coordinate attributes.
217 * VERT_ATTRIB_GENERIC
218 *   include the OpenGL 2.0+ GLSL generic shader attributes.
219 *   These alias the generic GL_ARB_vertex_shader attributes.
220 * VERT_ATTRIB_MAT
221 *   include the generic shader attributes used to alias
222 *   varying material values for the TNL shader programs.
223 *   They are located at the end of the generic attribute
224 *   block not to overlap with the generic 0 attribute.
225 */
226#define VERT_ATTRIB_TEX(i)          (VERT_ATTRIB_TEX0 + (i))
227#define VERT_ATTRIB_TEX_MAX         MAX_TEXTURE_COORD_UNITS
228
229#define VERT_ATTRIB_GENERIC(i)      (VERT_ATTRIB_GENERIC0 + (i))
230#define VERT_ATTRIB_GENERIC_MAX     MAX_VERTEX_GENERIC_ATTRIBS
231
232#define VERT_ATTRIB_MAT0            \
233   (VERT_ATTRIB_GENERIC_MAX - VERT_ATTRIB_MAT_MAX)
234#define VERT_ATTRIB_MAT(i)          \
235   VERT_ATTRIB_GENERIC((i) + VERT_ATTRIB_MAT0)
236#define VERT_ATTRIB_MAT_MAX         MAT_ATTRIB_MAX
237
238/**
239 * Bitflags for vertex attributes.
240 * These are used in bitfields in many places.
241 */
242/*@{*/
243#define VERT_BIT_POS             BITFIELD_BIT(VERT_ATTRIB_POS)
244#define VERT_BIT_NORMAL          BITFIELD_BIT(VERT_ATTRIB_NORMAL)
245#define VERT_BIT_COLOR0          BITFIELD_BIT(VERT_ATTRIB_COLOR0)
246#define VERT_BIT_COLOR1          BITFIELD_BIT(VERT_ATTRIB_COLOR1)
247#define VERT_BIT_FOG             BITFIELD_BIT(VERT_ATTRIB_FOG)
248#define VERT_BIT_COLOR_INDEX     BITFIELD_BIT(VERT_ATTRIB_COLOR_INDEX)
249#define VERT_BIT_TEX0            BITFIELD_BIT(VERT_ATTRIB_TEX0)
250#define VERT_BIT_TEX1            BITFIELD_BIT(VERT_ATTRIB_TEX1)
251#define VERT_BIT_TEX2            BITFIELD_BIT(VERT_ATTRIB_TEX2)
252#define VERT_BIT_TEX3            BITFIELD_BIT(VERT_ATTRIB_TEX3)
253#define VERT_BIT_TEX4            BITFIELD_BIT(VERT_ATTRIB_TEX4)
254#define VERT_BIT_TEX5            BITFIELD_BIT(VERT_ATTRIB_TEX5)
255#define VERT_BIT_TEX6            BITFIELD_BIT(VERT_ATTRIB_TEX6)
256#define VERT_BIT_TEX7            BITFIELD_BIT(VERT_ATTRIB_TEX7)
257#define VERT_BIT_POINT_SIZE      BITFIELD_BIT(VERT_ATTRIB_POINT_SIZE)
258#define VERT_BIT_GENERIC0        BITFIELD_BIT(VERT_ATTRIB_GENERIC0)
259#define VERT_BIT_EDGEFLAG        BITFIELD_BIT(VERT_ATTRIB_EDGEFLAG)
260
261#define VERT_BIT(i)              BITFIELD_BIT(i)
262#define VERT_BIT_ALL             BITFIELD_RANGE(0, VERT_ATTRIB_MAX)
263
264#define VERT_BIT_FF_ALL          (BITFIELD_RANGE(0, VERT_ATTRIB_GENERIC0) | \
265                                  VERT_BIT_EDGEFLAG)
266#define VERT_BIT_TEX(i)          VERT_BIT(VERT_ATTRIB_TEX(i))
267#define VERT_BIT_TEX_ALL         \
268   BITFIELD_RANGE(VERT_ATTRIB_TEX(0), VERT_ATTRIB_TEX_MAX)
269
270#define VERT_BIT_GENERIC(i)      VERT_BIT(VERT_ATTRIB_GENERIC(i))
271#define VERT_BIT_GENERIC_ALL     \
272   BITFIELD_RANGE(VERT_ATTRIB_GENERIC(0), VERT_ATTRIB_GENERIC_MAX)
273
274#define VERT_BIT_MAT(i)	         VERT_BIT(VERT_ATTRIB_MAT(i))
275#define VERT_BIT_MAT_ALL         \
276   BITFIELD_RANGE(VERT_ATTRIB_MAT(0), VERT_ATTRIB_MAT_MAX)
277
278#define VERT_ATTRIB_SELECT_RESULT_OFFSET VERT_ATTRIB_GENERIC(3)
279#define VERT_BIT_SELECT_RESULT_OFFSET VERT_BIT_GENERIC(3)
280/*@}*/
281
282#define MAX_VARYING 32 /**< number of float[4] vectors */
283
284/**
285 * Indexes for vertex shader outputs, geometry shader inputs/outputs, and
286 * fragment shader inputs.
287 *
288 * Note that some of these values are not available to all pipeline stages.
289 *
290 * When this enum is updated, the following code must be updated too:
291 * - vertResults (in prog_print.c's arb_output_attrib_string())
292 * - fragAttribs (in prog_print.c's arb_input_attrib_string())
293 * - _mesa_varying_slot_in_fs()
294 * - _mesa_varying_slot_name_for_stage()
295 */
296typedef enum
297{
298   VARYING_SLOT_POS,
299   VARYING_SLOT_COL0, /* COL0 and COL1 must be contiguous */
300   VARYING_SLOT_COL1,
301   VARYING_SLOT_FOGC,
302   VARYING_SLOT_TEX0, /* TEX0-TEX7 must be contiguous */
303   VARYING_SLOT_TEX1,
304   VARYING_SLOT_TEX2,
305   VARYING_SLOT_TEX3,
306   VARYING_SLOT_TEX4,
307   VARYING_SLOT_TEX5,
308   VARYING_SLOT_TEX6,
309   VARYING_SLOT_TEX7,
310   VARYING_SLOT_PSIZ, /* Does not appear in FS */
311   VARYING_SLOT_BFC0, /* Does not appear in FS */
312   VARYING_SLOT_BFC1, /* Does not appear in FS */
313   VARYING_SLOT_EDGE, /* Does not appear in FS */
314   VARYING_SLOT_CLIP_VERTEX, /* Does not appear in FS */
315   VARYING_SLOT_CLIP_DIST0,
316   VARYING_SLOT_CLIP_DIST1,
317   VARYING_SLOT_CULL_DIST0,
318   VARYING_SLOT_CULL_DIST1,
319   VARYING_SLOT_PRIMITIVE_ID, /* Does not appear in VS */
320   VARYING_SLOT_LAYER, /* Appears as VS or GS output */
321   VARYING_SLOT_VIEWPORT, /* Appears as VS or GS output */
322   VARYING_SLOT_FACE, /* FS only */
323   VARYING_SLOT_PNTC, /* FS only */
324   VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears as TCS output. */
325   VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears as TCS output. */
326   VARYING_SLOT_BOUNDING_BOX0, /* Only appears as TCS output. */
327   VARYING_SLOT_BOUNDING_BOX1, /* Only appears as TCS output. */
328   VARYING_SLOT_VIEW_INDEX,
329   VARYING_SLOT_VIEWPORT_MASK, /* Does not appear in FS */
330   VARYING_SLOT_PRIMITIVE_SHADING_RATE = VARYING_SLOT_FACE, /* Does not appear in FS. */
331
332   VARYING_SLOT_PRIMITIVE_COUNT = VARYING_SLOT_TESS_LEVEL_OUTER, /* Only appears in MESH. */
333   VARYING_SLOT_PRIMITIVE_INDICES = VARYING_SLOT_TESS_LEVEL_INNER, /* Only appears in MESH. */
334   VARYING_SLOT_TASK_COUNT = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in TASK. */
335   VARYING_SLOT_CULL_PRIMITIVE = VARYING_SLOT_BOUNDING_BOX0, /* Only appears in MESH. */
336
337   VARYING_SLOT_VAR0 = 32, /* First generic varying slot */
338   /* the remaining are simply for the benefit of gl_varying_slot_name()
339    * and not to be construed as an upper bound:
340    */
341   VARYING_SLOT_VAR1,
342   VARYING_SLOT_VAR2,
343   VARYING_SLOT_VAR3,
344   VARYING_SLOT_VAR4,
345   VARYING_SLOT_VAR5,
346   VARYING_SLOT_VAR6,
347   VARYING_SLOT_VAR7,
348   VARYING_SLOT_VAR8,
349   VARYING_SLOT_VAR9,
350   VARYING_SLOT_VAR10,
351   VARYING_SLOT_VAR11,
352   VARYING_SLOT_VAR12,
353   VARYING_SLOT_VAR13,
354   VARYING_SLOT_VAR14,
355   VARYING_SLOT_VAR15,
356   VARYING_SLOT_VAR16,
357   VARYING_SLOT_VAR17,
358   VARYING_SLOT_VAR18,
359   VARYING_SLOT_VAR19,
360   VARYING_SLOT_VAR20,
361   VARYING_SLOT_VAR21,
362   VARYING_SLOT_VAR22,
363   VARYING_SLOT_VAR23,
364   VARYING_SLOT_VAR24,
365   VARYING_SLOT_VAR25,
366   VARYING_SLOT_VAR26,
367   VARYING_SLOT_VAR27,
368   VARYING_SLOT_VAR28,
369   VARYING_SLOT_VAR29,
370   VARYING_SLOT_VAR30,
371   VARYING_SLOT_VAR31,
372   /* Per-patch varyings for tessellation. */
373   VARYING_SLOT_PATCH0,
374   VARYING_SLOT_PATCH1,
375   VARYING_SLOT_PATCH2,
376   VARYING_SLOT_PATCH3,
377   VARYING_SLOT_PATCH4,
378   VARYING_SLOT_PATCH5,
379   VARYING_SLOT_PATCH6,
380   VARYING_SLOT_PATCH7,
381   VARYING_SLOT_PATCH8,
382   VARYING_SLOT_PATCH9,
383   VARYING_SLOT_PATCH10,
384   VARYING_SLOT_PATCH11,
385   VARYING_SLOT_PATCH12,
386   VARYING_SLOT_PATCH13,
387   VARYING_SLOT_PATCH14,
388   VARYING_SLOT_PATCH15,
389   VARYING_SLOT_PATCH16,
390   VARYING_SLOT_PATCH17,
391   VARYING_SLOT_PATCH18,
392   VARYING_SLOT_PATCH19,
393   VARYING_SLOT_PATCH20,
394   VARYING_SLOT_PATCH21,
395   VARYING_SLOT_PATCH22,
396   VARYING_SLOT_PATCH23,
397   VARYING_SLOT_PATCH24,
398   VARYING_SLOT_PATCH25,
399   VARYING_SLOT_PATCH26,
400   VARYING_SLOT_PATCH27,
401   VARYING_SLOT_PATCH28,
402   VARYING_SLOT_PATCH29,
403   VARYING_SLOT_PATCH30,
404   VARYING_SLOT_PATCH31,
405   /* 32 16-bit vec4 slots packed in 16 32-bit vec4 slots for GLES/mediump.
406    * They are really just additional generic slots used for 16-bit data to
407    * prevent conflicts between neighboring mediump and non-mediump varyings
408    * that can't be packed without breaking one or the other, which is
409    * a limitation of separate shaders. This allows linking shaders in 32 bits
410    * and then get an optimally packed 16-bit varyings by remapping the IO
411    * locations to these slots. The remapping can also be undone trivially.
412    *
413    * nir_io_semantics::high_16bit determines which half of the slot is
414    * accessed. The low and high halves share the same IO "base" number.
415    * Drivers can treat these as 32-bit slots everywhere except for FP16
416    * interpolation.
417    */
418   VARYING_SLOT_VAR0_16BIT,
419   VARYING_SLOT_VAR1_16BIT,
420   VARYING_SLOT_VAR2_16BIT,
421   VARYING_SLOT_VAR3_16BIT,
422   VARYING_SLOT_VAR4_16BIT,
423   VARYING_SLOT_VAR5_16BIT,
424   VARYING_SLOT_VAR6_16BIT,
425   VARYING_SLOT_VAR7_16BIT,
426   VARYING_SLOT_VAR8_16BIT,
427   VARYING_SLOT_VAR9_16BIT,
428   VARYING_SLOT_VAR10_16BIT,
429   VARYING_SLOT_VAR11_16BIT,
430   VARYING_SLOT_VAR12_16BIT,
431   VARYING_SLOT_VAR13_16BIT,
432   VARYING_SLOT_VAR14_16BIT,
433   VARYING_SLOT_VAR15_16BIT,
434
435   NUM_TOTAL_VARYING_SLOTS,
436} gl_varying_slot;
437
438
439#define VARYING_SLOT_MAX	(VARYING_SLOT_VAR0 + MAX_VARYING)
440#define VARYING_SLOT_TESS_MAX	(VARYING_SLOT_PATCH0 + MAX_VARYING)
441#define MAX_VARYINGS_INCL_PATCH (VARYING_SLOT_TESS_MAX - VARYING_SLOT_VAR0)
442
443const char *gl_varying_slot_name_for_stage(gl_varying_slot slot,
444                                           gl_shader_stage stage);
445
446/**
447 * Determine if the given gl_varying_slot appears in the fragment shader.
448 */
449static inline bool
450_mesa_varying_slot_in_fs(gl_varying_slot slot)
451{
452   switch (slot) {
453   case VARYING_SLOT_PSIZ:
454   case VARYING_SLOT_BFC0:
455   case VARYING_SLOT_BFC1:
456   case VARYING_SLOT_EDGE:
457   case VARYING_SLOT_CLIP_VERTEX:
458   case VARYING_SLOT_LAYER:
459   case VARYING_SLOT_TESS_LEVEL_OUTER:
460   case VARYING_SLOT_TESS_LEVEL_INNER:
461   case VARYING_SLOT_BOUNDING_BOX0:
462   case VARYING_SLOT_BOUNDING_BOX1:
463   case VARYING_SLOT_VIEWPORT_MASK:
464      return false;
465   default:
466      return true;
467   }
468}
469
470/**
471 * Bitflags for varying slots.
472 */
473/*@{*/
474#define VARYING_BIT_POS BITFIELD64_BIT(VARYING_SLOT_POS)
475#define VARYING_BIT_COL0 BITFIELD64_BIT(VARYING_SLOT_COL0)
476#define VARYING_BIT_COL1 BITFIELD64_BIT(VARYING_SLOT_COL1)
477#define VARYING_BIT_FOGC BITFIELD64_BIT(VARYING_SLOT_FOGC)
478#define VARYING_BIT_TEX0 BITFIELD64_BIT(VARYING_SLOT_TEX0)
479#define VARYING_BIT_TEX1 BITFIELD64_BIT(VARYING_SLOT_TEX1)
480#define VARYING_BIT_TEX2 BITFIELD64_BIT(VARYING_SLOT_TEX2)
481#define VARYING_BIT_TEX3 BITFIELD64_BIT(VARYING_SLOT_TEX3)
482#define VARYING_BIT_TEX4 BITFIELD64_BIT(VARYING_SLOT_TEX4)
483#define VARYING_BIT_TEX5 BITFIELD64_BIT(VARYING_SLOT_TEX5)
484#define VARYING_BIT_TEX6 BITFIELD64_BIT(VARYING_SLOT_TEX6)
485#define VARYING_BIT_TEX7 BITFIELD64_BIT(VARYING_SLOT_TEX7)
486#define VARYING_BIT_TEX(U) BITFIELD64_BIT(VARYING_SLOT_TEX0 + (U))
487#define VARYING_BITS_TEX_ANY BITFIELD64_RANGE(VARYING_SLOT_TEX0, \
488                                              MAX_TEXTURE_COORD_UNITS)
489#define VARYING_BIT_PSIZ BITFIELD64_BIT(VARYING_SLOT_PSIZ)
490#define VARYING_BIT_BFC0 BITFIELD64_BIT(VARYING_SLOT_BFC0)
491#define VARYING_BIT_BFC1 BITFIELD64_BIT(VARYING_SLOT_BFC1)
492#define VARYING_BITS_COLOR (VARYING_BIT_COL0 | \
493                            VARYING_BIT_COL1 |        \
494                            VARYING_BIT_BFC0 |        \
495                            VARYING_BIT_BFC1)
496#define VARYING_BIT_EDGE BITFIELD64_BIT(VARYING_SLOT_EDGE)
497#define VARYING_BIT_CLIP_VERTEX BITFIELD64_BIT(VARYING_SLOT_CLIP_VERTEX)
498#define VARYING_BIT_CLIP_DIST0 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST0)
499#define VARYING_BIT_CLIP_DIST1 BITFIELD64_BIT(VARYING_SLOT_CLIP_DIST1)
500#define VARYING_BIT_CULL_DIST0 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST0)
501#define VARYING_BIT_CULL_DIST1 BITFIELD64_BIT(VARYING_SLOT_CULL_DIST1)
502#define VARYING_BIT_PRIMITIVE_ID BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_ID)
503#define VARYING_BIT_LAYER BITFIELD64_BIT(VARYING_SLOT_LAYER)
504#define VARYING_BIT_VIEWPORT BITFIELD64_BIT(VARYING_SLOT_VIEWPORT)
505#define VARYING_BIT_FACE BITFIELD64_BIT(VARYING_SLOT_FACE)
506#define VARYING_BIT_PRIMITIVE_SHADING_RATE BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_SHADING_RATE)
507#define VARYING_BIT_PNTC BITFIELD64_BIT(VARYING_SLOT_PNTC)
508#define VARYING_BIT_TESS_LEVEL_OUTER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_OUTER)
509#define VARYING_BIT_TESS_LEVEL_INNER BITFIELD64_BIT(VARYING_SLOT_TESS_LEVEL_INNER)
510#define VARYING_BIT_BOUNDING_BOX0 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX0)
511#define VARYING_BIT_BOUNDING_BOX1 BITFIELD64_BIT(VARYING_SLOT_BOUNDING_BOX1)
512#define VARYING_BIT_VIEWPORT_MASK BITFIELD64_BIT(VARYING_SLOT_VIEWPORT_MASK)
513#define VARYING_BIT_VAR(V) BITFIELD64_BIT(VARYING_SLOT_VAR0 + (V))
514/*@}*/
515
516/**
517 * If the gl_register_file is PROGRAM_SYSTEM_VALUE, the register index will be
518 * one of these values.  If a NIR variable's mode is nir_var_system_value, it
519 * will be one of these values.
520 */
521typedef enum
522{
523   /**
524    * \name System values applicable to all shaders
525    */
526   /*@{*/
527
528   /**
529    * Builtin variables added by GL_ARB_shader_ballot.
530    */
531   /*@{*/
532
533   /**
534    * From the GL_ARB_shader-ballot spec:
535    *
536    *    "A sub-group is a collection of invocations which execute in lockstep.
537    *     The variable <gl_SubGroupSizeARB> is the maximum number of
538    *     invocations in a sub-group. The maximum <gl_SubGroupSizeARB>
539    *     supported in this extension is 64."
540    *
541    * The spec defines this as a uniform. However, it's highly unlikely that
542    * implementations actually treat it as a uniform (which is loaded from a
543    * constant buffer). Most likely, this is an implementation-wide constant,
544    * or perhaps something that depends on the shader stage.
545    */
546   SYSTEM_VALUE_SUBGROUP_SIZE,
547
548   /**
549    * From the GL_ARB_shader_ballot spec:
550    *
551    *    "The variable <gl_SubGroupInvocationARB> holds the index of the
552    *     invocation within sub-group. This variable is in the range 0 to
553    *     <gl_SubGroupSizeARB>-1, where <gl_SubGroupSizeARB> is the total
554    *     number of invocations in a sub-group."
555    */
556   SYSTEM_VALUE_SUBGROUP_INVOCATION,
557
558   /**
559    * From the GL_ARB_shader_ballot spec:
560    *
561    *    "The <gl_SubGroup??MaskARB> variables provide a bitmask for all
562    *     invocations, with one bit per invocation starting with the least
563    *     significant bit, according to the following table,
564    *
565    *       variable               equation for bit values
566    *       --------------------   ------------------------------------
567    *       gl_SubGroupEqMaskARB   bit index == gl_SubGroupInvocationARB
568    *       gl_SubGroupGeMaskARB   bit index >= gl_SubGroupInvocationARB
569    *       gl_SubGroupGtMaskARB   bit index >  gl_SubGroupInvocationARB
570    *       gl_SubGroupLeMaskARB   bit index <= gl_SubGroupInvocationARB
571    *       gl_SubGroupLtMaskARB   bit index <  gl_SubGroupInvocationARB
572    */
573   SYSTEM_VALUE_SUBGROUP_EQ_MASK,
574   SYSTEM_VALUE_SUBGROUP_GE_MASK,
575   SYSTEM_VALUE_SUBGROUP_GT_MASK,
576   SYSTEM_VALUE_SUBGROUP_LE_MASK,
577   SYSTEM_VALUE_SUBGROUP_LT_MASK,
578   /*@}*/
579
580   /**
581    * Builtin variables added by VK_KHR_subgroups
582    */
583   /*@{*/
584   SYSTEM_VALUE_NUM_SUBGROUPS,
585   SYSTEM_VALUE_SUBGROUP_ID,
586   /*@}*/
587
588   /*@}*/
589
590   /**
591    * \name Vertex shader system values
592    */
593   /*@{*/
594   /**
595    * OpenGL-style vertex ID.
596    *
597    * Section 2.11.7 (Shader Execution), subsection Shader Inputs, of the
598    * OpenGL 3.3 core profile spec says:
599    *
600    *     "gl_VertexID holds the integer index i implicitly passed by
601    *     DrawArrays or one of the other drawing commands defined in section
602    *     2.8.3."
603    *
604    * Section 2.8.3 (Drawing Commands) of the same spec says:
605    *
606    *     "The commands....are equivalent to the commands with the same base
607    *     name (without the BaseVertex suffix), except that the ith element
608    *     transferred by the corresponding draw call will be taken from
609    *     element indices[i] + basevertex of each enabled array."
610    *
611    * Additionally, the overview in the GL_ARB_shader_draw_parameters spec
612    * says:
613    *
614    *     "In unextended GL, vertex shaders have inputs named gl_VertexID and
615    *     gl_InstanceID, which contain, respectively the index of the vertex
616    *     and instance. The value of gl_VertexID is the implicitly passed
617    *     index of the vertex being processed, which includes the value of
618    *     baseVertex, for those commands that accept it."
619    *
620    * gl_VertexID gets basevertex added in.  This differs from DirectX where
621    * SV_VertexID does \b not get basevertex added in.
622    *
623    * \note
624    * If all system values are available, \c SYSTEM_VALUE_VERTEX_ID will be
625    * equal to \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus
626    * \c SYSTEM_VALUE_BASE_VERTEX.
627    *
628    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_BASE_VERTEX
629    */
630   SYSTEM_VALUE_VERTEX_ID,
631
632   /**
633    * Instanced ID as supplied to gl_InstanceID
634    *
635    * Values assigned to gl_InstanceID always begin with zero, regardless of
636    * the value of baseinstance.
637    *
638    * Section 11.1.3.9 (Shader Inputs) of the OpenGL 4.4 core profile spec
639    * says:
640    *
641    *     "gl_InstanceID holds the integer instance number of the current
642    *     primitive in an instanced draw call (see section 10.5)."
643    *
644    * Through a big chain of pseudocode, section 10.5 describes that
645    * baseinstance is not counted by gl_InstanceID.  In that section, notice
646    *
647    *     "If an enabled vertex attribute array is instanced (it has a
648    *     non-zero divisor as specified by VertexAttribDivisor), the element
649    *     index that is transferred to the GL, for all vertices, is given by
650    *
651    *         floor(instance/divisor) + baseinstance
652    *
653    *     If an array corresponding to an attribute required by a vertex
654    *     shader is not enabled, then the corresponding element is taken from
655    *     the current attribute state (see section 10.2)."
656    *
657    * Note that baseinstance is \b not included in the value of instance.
658    */
659   SYSTEM_VALUE_INSTANCE_ID,
660
661   /**
662    * Vulkan InstanceIndex.
663    *
664    * InstanceIndex = gl_InstanceID + gl_BaseInstance
665    */
666   SYSTEM_VALUE_INSTANCE_INDEX,
667
668   /**
669    * DirectX-style vertex ID.
670    *
671    * Unlike \c SYSTEM_VALUE_VERTEX_ID, this system value does \b not include
672    * the value of basevertex.
673    *
674    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_BASE_VERTEX
675    */
676   SYSTEM_VALUE_VERTEX_ID_ZERO_BASE,
677
678   /**
679    * Value of \c basevertex passed to \c glDrawElementsBaseVertex and similar
680    * functions.
681    *
682    * \sa SYSTEM_VALUE_VERTEX_ID, SYSTEM_VALUE_VERTEX_ID_ZERO_BASE
683    */
684   SYSTEM_VALUE_BASE_VERTEX,
685
686   /**
687    * Depending on the type of the draw call (indexed or non-indexed),
688    * is the value of \c basevertex passed to \c glDrawElementsBaseVertex and
689    * similar, or is the value of \c first passed to \c glDrawArrays and
690    * similar.
691    *
692    * \note
693    * It can be used to calculate the \c SYSTEM_VALUE_VERTEX_ID as
694    * \c SYSTEM_VALUE_VERTEX_ID_ZERO_BASE plus \c SYSTEM_VALUE_FIRST_VERTEX.
695    *
696    * \sa SYSTEM_VALUE_VERTEX_ID_ZERO_BASE, SYSTEM_VALUE_VERTEX_ID
697    */
698   SYSTEM_VALUE_FIRST_VERTEX,
699
700   /**
701    * If the Draw command used to start the rendering was an indexed draw
702    * or not (~0/0). Useful to calculate \c SYSTEM_VALUE_BASE_VERTEX as
703    * \c SYSTEM_VALUE_IS_INDEXED_DRAW & \c SYSTEM_VALUE_FIRST_VERTEX.
704    */
705   SYSTEM_VALUE_IS_INDEXED_DRAW,
706
707   /**
708    * Value of \c baseinstance passed to instanced draw entry points
709    *
710    * \sa SYSTEM_VALUE_INSTANCE_ID
711    */
712   SYSTEM_VALUE_BASE_INSTANCE,
713
714   /**
715    * From _ARB_shader_draw_parameters:
716    *
717    *   "Additionally, this extension adds a further built-in variable,
718    *    gl_DrawID to the shading language. This variable contains the index
719    *    of the draw currently being processed by a Multi* variant of a
720    *    drawing command (such as MultiDrawElements or
721    *    MultiDrawArraysIndirect)."
722    *
723    * If GL_ARB_multi_draw_indirect is not supported, this is always 0.
724    */
725   SYSTEM_VALUE_DRAW_ID,
726   /*@}*/
727
728   /**
729    * \name Geometry shader system values
730    */
731   /*@{*/
732   SYSTEM_VALUE_INVOCATION_ID,  /**< (Also in Tessellation Control shader) */
733   /*@}*/
734
735   /**
736    * \name Fragment shader system values
737    */
738   /*@{*/
739   SYSTEM_VALUE_FRAG_COORD,
740   SYSTEM_VALUE_POINT_COORD,
741   SYSTEM_VALUE_LINE_COORD, /**< Coord along axis perpendicular to line */
742   SYSTEM_VALUE_FRONT_FACE,
743   SYSTEM_VALUE_SAMPLE_ID,
744   SYSTEM_VALUE_SAMPLE_POS,
745   SYSTEM_VALUE_SAMPLE_POS_OR_CENTER,
746   SYSTEM_VALUE_SAMPLE_MASK_IN,
747   SYSTEM_VALUE_HELPER_INVOCATION,
748   SYSTEM_VALUE_COLOR0,
749   SYSTEM_VALUE_COLOR1,
750   /*@}*/
751
752   /**
753    * \name Tessellation Evaluation shader system values
754    */
755   /*@{*/
756   SYSTEM_VALUE_TESS_COORD,
757   SYSTEM_VALUE_VERTICES_IN,    /**< Tessellation vertices in input patch */
758   SYSTEM_VALUE_PRIMITIVE_ID,
759   SYSTEM_VALUE_TESS_LEVEL_OUTER, /**< TES input */
760   SYSTEM_VALUE_TESS_LEVEL_INNER, /**< TES input */
761   SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT, /**< TCS input for passthru TCS */
762   SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT, /**< TCS input for passthru TCS */
763   /*@}*/
764
765   /**
766    * \name Compute shader system values
767    */
768   /*@{*/
769   SYSTEM_VALUE_LOCAL_INVOCATION_ID,
770   SYSTEM_VALUE_LOCAL_INVOCATION_INDEX,
771   SYSTEM_VALUE_GLOBAL_INVOCATION_ID,
772   SYSTEM_VALUE_BASE_GLOBAL_INVOCATION_ID,
773   SYSTEM_VALUE_GLOBAL_INVOCATION_INDEX,
774   SYSTEM_VALUE_WORKGROUP_ID,
775   SYSTEM_VALUE_WORKGROUP_INDEX,
776   SYSTEM_VALUE_NUM_WORKGROUPS,
777   SYSTEM_VALUE_WORKGROUP_SIZE,
778   SYSTEM_VALUE_GLOBAL_GROUP_SIZE,
779   SYSTEM_VALUE_WORK_DIM,
780   SYSTEM_VALUE_USER_DATA_AMD,
781   /*@}*/
782
783   /** Required for VK_KHR_device_group */
784   SYSTEM_VALUE_DEVICE_INDEX,
785
786   /** Required for VK_KHX_multiview */
787   SYSTEM_VALUE_VIEW_INDEX,
788
789   /**
790    * Driver internal vertex-count, used (for example) for drivers to
791    * calculate stride for stream-out outputs.  Not externally visible.
792    */
793   SYSTEM_VALUE_VERTEX_CNT,
794
795   /**
796    * Required for AMD_shader_explicit_vertex_parameter and also used for
797    * varying-fetch instructions.
798    *
799    * The _SIZE value is "primitive size", used to scale i/j in primitive
800    * space to pixel space.
801    */
802   SYSTEM_VALUE_BARYCENTRIC_PERSP_PIXEL,
803   SYSTEM_VALUE_BARYCENTRIC_PERSP_SAMPLE,
804   SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTROID,
805   SYSTEM_VALUE_BARYCENTRIC_PERSP_CENTER_RHW,
806   SYSTEM_VALUE_BARYCENTRIC_LINEAR_PIXEL,
807   SYSTEM_VALUE_BARYCENTRIC_LINEAR_CENTROID,
808   SYSTEM_VALUE_BARYCENTRIC_LINEAR_SAMPLE,
809   SYSTEM_VALUE_BARYCENTRIC_PULL_MODEL,
810
811   /**
812    * \name Ray tracing shader system values
813    */
814   /*@{*/
815   SYSTEM_VALUE_RAY_LAUNCH_ID,
816   SYSTEM_VALUE_RAY_LAUNCH_SIZE,
817   SYSTEM_VALUE_RAY_LAUNCH_SIZE_ADDR_AMD,
818   SYSTEM_VALUE_RAY_WORLD_ORIGIN,
819   SYSTEM_VALUE_RAY_WORLD_DIRECTION,
820   SYSTEM_VALUE_RAY_OBJECT_ORIGIN,
821   SYSTEM_VALUE_RAY_OBJECT_DIRECTION,
822   SYSTEM_VALUE_RAY_T_MIN,
823   SYSTEM_VALUE_RAY_T_MAX,
824   SYSTEM_VALUE_RAY_OBJECT_TO_WORLD,
825   SYSTEM_VALUE_RAY_WORLD_TO_OBJECT,
826   SYSTEM_VALUE_RAY_HIT_KIND,
827   SYSTEM_VALUE_RAY_FLAGS,
828   SYSTEM_VALUE_RAY_GEOMETRY_INDEX,
829   SYSTEM_VALUE_RAY_INSTANCE_CUSTOM_INDEX,
830   SYSTEM_VALUE_CULL_MASK,
831   /*@}*/
832
833   /**
834    * \name Task/Mesh shader system values
835    */
836   /*@{*/
837   SYSTEM_VALUE_MESH_VIEW_COUNT,
838   SYSTEM_VALUE_MESH_VIEW_INDICES,
839   /*@}*/
840
841   /**
842    * IR3 specific geometry shader and tesselation control shader system
843    * values that packs invocation id, thread id and vertex id.  Having this
844    * as a nir level system value lets us do the unpacking in nir.
845    */
846   SYSTEM_VALUE_GS_HEADER_IR3,
847   SYSTEM_VALUE_TCS_HEADER_IR3,
848
849   /* IR3 specific system value that contains the patch id for the current
850    * subdraw.
851    */
852   SYSTEM_VALUE_REL_PATCH_ID_IR3,
853
854   /**
855    * Fragment shading rate used for KHR_fragment_shading_rate (Vulkan).
856    */
857   SYSTEM_VALUE_FRAG_SHADING_RATE,
858
859   SYSTEM_VALUE_MAX             /**< Number of values */
860} gl_system_value;
861
862const char *gl_system_value_name(gl_system_value sysval);
863
864/**
865 * The possible interpolation qualifiers that can be applied to a fragment
866 * shader input in GLSL.
867 *
868 * Note: INTERP_MODE_NONE must be 0 so that memsetting the
869 * ir_variable data structure to 0 causes the default behavior.
870 */
871enum glsl_interp_mode
872{
873   INTERP_MODE_NONE = 0,
874   INTERP_MODE_SMOOTH,
875   INTERP_MODE_FLAT,
876   INTERP_MODE_NOPERSPECTIVE,
877   INTERP_MODE_EXPLICIT,
878   INTERP_MODE_COLOR, /**< glShadeModel determines the interp mode */
879   INTERP_MODE_COUNT /**< Number of interpolation qualifiers */
880};
881
882enum glsl_interface_packing {
883   GLSL_INTERFACE_PACKING_STD140,
884   GLSL_INTERFACE_PACKING_SHARED,
885   GLSL_INTERFACE_PACKING_PACKED,
886   GLSL_INTERFACE_PACKING_STD430
887};
888
889const char *glsl_interp_mode_name(enum glsl_interp_mode qual);
890
891/**
892 * Fragment program results
893 */
894typedef enum
895{
896   FRAG_RESULT_DEPTH = 0,
897   FRAG_RESULT_STENCIL = 1,
898   /* If a single color should be written to all render targets, this
899    * register is written.  No FRAG_RESULT_DATAn will be written.
900    */
901   FRAG_RESULT_COLOR = 2,
902   FRAG_RESULT_SAMPLE_MASK = 3,
903
904   /* FRAG_RESULT_DATAn are the per-render-target (GLSL gl_FragData[n]
905    * or ARB_fragment_program fragment.color[n]) color results.  If
906    * any are written, FRAG_RESULT_COLOR will not be written.
907    * FRAG_RESULT_DATA1 and up are simply for the benefit of
908    * gl_frag_result_name() and not to be construed as an upper bound
909    */
910   FRAG_RESULT_DATA0 = 4,
911   FRAG_RESULT_DATA1,
912   FRAG_RESULT_DATA2,
913   FRAG_RESULT_DATA3,
914   FRAG_RESULT_DATA4,
915   FRAG_RESULT_DATA5,
916   FRAG_RESULT_DATA6,
917   FRAG_RESULT_DATA7,
918} gl_frag_result;
919
920const char *gl_frag_result_name(gl_frag_result result);
921
922#define FRAG_RESULT_MAX		(FRAG_RESULT_DATA0 + MAX_DRAW_BUFFERS)
923
924/**
925 * \brief Layout qualifiers for gl_FragDepth.
926 *
927 * Extension AMD_conservative_depth allows gl_FragDepth to be redeclared with
928 * a layout qualifier.
929 *
930 * \see enum ir_depth_layout
931 */
932enum gl_frag_depth_layout
933{
934   FRAG_DEPTH_LAYOUT_NONE, /**< No layout is specified. */
935   FRAG_DEPTH_LAYOUT_ANY,
936   FRAG_DEPTH_LAYOUT_GREATER,
937   FRAG_DEPTH_LAYOUT_LESS,
938   FRAG_DEPTH_LAYOUT_UNCHANGED
939};
940
941/**
942 * \brief Buffer access qualifiers
943 */
944enum gl_access_qualifier
945{
946   ACCESS_COHERENT      = (1 << 0),
947   ACCESS_RESTRICT      = (1 << 1),
948   ACCESS_VOLATILE      = (1 << 2),
949
950   /* The memory used by the access/variable is not read. */
951   ACCESS_NON_READABLE  = (1 << 3),
952
953   /* The memory used by the access/variable is not written. */
954   ACCESS_NON_WRITEABLE = (1 << 4),
955
956   /**
957    * The access may use a non-uniform buffer or image index.
958    *
959    * This is not allowed in either OpenGL or OpenGL ES, or Vulkan unless
960    * VK_EXT_descriptor_indexing is supported and the appropriate capability is
961    * enabled.
962    *
963    * Some GL spec archaeology justifying this:
964    *
965    * Up through at least GLSL ES 3.20 and GLSL 4.50,  "Opaque Types" says "When
966    * aggregated into arrays within a shader, opaque types can only be indexed
967    * with a dynamically uniform integral expression (see section 3.9.3) unless
968    * otherwise noted; otherwise, results are undefined."
969    *
970    * The original GL_AB_shader_image_load_store specification for desktop GL
971    * didn't have this restriction ("Images may be aggregated into arrays within
972    * a shader (using square brackets [ ]) and can be indexed with general
973    * integer expressions.")  At the same time,
974    * GL_ARB_shader_storage_buffer_objects *did* have the uniform restriction
975    * ("A uniform or shader storage block array can only be indexed with a
976    * dynamically uniform integral expression, otherwise results are
977    * undefined"), just like ARB_gpu_shader5 did when it first introduced a
978    * non-constant indexing of an opaque type with samplers.  So, we assume that
979    * this was an oversight in the original image_load_store spec, and was
980    * considered a correction in the merge to core.
981    */
982   ACCESS_NON_UNIFORM   = (1 << 5),
983
984   /* This has the same semantics as NIR_INTRINSIC_CAN_REORDER, only to be
985    * used with loads. In other words, it means that the load can be
986    * arbitrarily reordered, or combined with other loads to the same address.
987    * It is implied by ACCESS_NON_WRITEABLE and a lack of ACCESS_VOLATILE.
988    */
989   ACCESS_CAN_REORDER = (1 << 6),
990
991   /** Use as little cache space as possible. */
992   ACCESS_STREAM_CACHE_POLICY = (1 << 7),
993
994   /** Execute instruction also in helpers. */
995   ACCESS_INCLUDE_HELPERS = (1 << 8),
996};
997
998/**
999 * \brief Blend support qualifiers
1000 */
1001enum gl_advanced_blend_mode
1002{
1003   BLEND_NONE = 0,
1004   BLEND_MULTIPLY,
1005   BLEND_SCREEN,
1006   BLEND_OVERLAY,
1007   BLEND_DARKEN,
1008   BLEND_LIGHTEN,
1009   BLEND_COLORDODGE,
1010   BLEND_COLORBURN,
1011   BLEND_HARDLIGHT,
1012   BLEND_SOFTLIGHT,
1013   BLEND_DIFFERENCE,
1014   BLEND_EXCLUSION,
1015   BLEND_HSL_HUE,
1016   BLEND_HSL_SATURATION,
1017   BLEND_HSL_COLOR,
1018   BLEND_HSL_LUMINOSITY,
1019};
1020
1021enum blend_func
1022{
1023   BLEND_FUNC_ADD,
1024   BLEND_FUNC_SUBTRACT,
1025   BLEND_FUNC_REVERSE_SUBTRACT,
1026   BLEND_FUNC_MIN,
1027   BLEND_FUNC_MAX,
1028};
1029
1030enum blend_factor
1031{
1032   BLEND_FACTOR_ZERO,
1033   BLEND_FACTOR_SRC_COLOR,
1034   BLEND_FACTOR_SRC1_COLOR,
1035   BLEND_FACTOR_DST_COLOR,
1036   BLEND_FACTOR_SRC_ALPHA,
1037   BLEND_FACTOR_SRC1_ALPHA,
1038   BLEND_FACTOR_DST_ALPHA,
1039   BLEND_FACTOR_CONSTANT_COLOR,
1040   BLEND_FACTOR_CONSTANT_ALPHA,
1041   BLEND_FACTOR_SRC_ALPHA_SATURATE,
1042};
1043
1044enum gl_tess_spacing
1045{
1046   TESS_SPACING_UNSPECIFIED,
1047   TESS_SPACING_EQUAL,
1048   TESS_SPACING_FRACTIONAL_ODD,
1049   TESS_SPACING_FRACTIONAL_EVEN,
1050};
1051
1052enum tess_primitive_mode
1053{
1054   TESS_PRIMITIVE_UNSPECIFIED,
1055   TESS_PRIMITIVE_TRIANGLES,
1056   TESS_PRIMITIVE_QUADS,
1057   TESS_PRIMITIVE_ISOLINES,
1058};
1059
1060/* these also map directly to GL and gallium prim types. */
1061enum shader_prim
1062{
1063   SHADER_PRIM_POINTS,
1064   SHADER_PRIM_LINES,
1065   SHADER_PRIM_LINE_LOOP,
1066   SHADER_PRIM_LINE_STRIP,
1067   SHADER_PRIM_TRIANGLES,
1068   SHADER_PRIM_TRIANGLE_STRIP,
1069   SHADER_PRIM_TRIANGLE_FAN,
1070   SHADER_PRIM_QUADS,
1071   SHADER_PRIM_QUAD_STRIP,
1072   SHADER_PRIM_POLYGON,
1073   SHADER_PRIM_LINES_ADJACENCY,
1074   SHADER_PRIM_LINE_STRIP_ADJACENCY,
1075   SHADER_PRIM_TRIANGLES_ADJACENCY,
1076   SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY,
1077   SHADER_PRIM_PATCHES,
1078   SHADER_PRIM_MAX = SHADER_PRIM_PATCHES,
1079   SHADER_PRIM_UNKNOWN = (SHADER_PRIM_MAX * 2),
1080};
1081
1082/**
1083 * Number of vertices per mesh shader primitive.
1084 */
1085unsigned num_mesh_vertices_per_primitive(unsigned prim);
1086
1087/**
1088 * A compare function enum for use in compiler lowering passes.  This is in
1089 * the same order as GL's compare functions (shifted down by GL_NEVER), and is
1090 * exactly the same as gallium's PIPE_FUNC_*.
1091 */
1092enum compare_func
1093{
1094   COMPARE_FUNC_NEVER,
1095   COMPARE_FUNC_LESS,
1096   COMPARE_FUNC_EQUAL,
1097   COMPARE_FUNC_LEQUAL,
1098   COMPARE_FUNC_GREATER,
1099   COMPARE_FUNC_NOTEQUAL,
1100   COMPARE_FUNC_GEQUAL,
1101   COMPARE_FUNC_ALWAYS,
1102};
1103
1104/**
1105 * Arrangements for grouping invocations from NV_compute_shader_derivatives.
1106 *
1107 *   The extension provides new layout qualifiers that support two different
1108 *   arrangements of compute shader invocations for the purpose of derivative
1109 *   computation.  When specifying
1110 *
1111 *     layout(derivative_group_quadsNV) in;
1112 *
1113 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
1114 *   invocation ID values follow the pattern:
1115 *
1116 *       +-----------------+------------------+
1117 *       | (2x+0, 2y+0, z) |  (2x+1, 2y+0, z) |
1118 *       +-----------------+------------------+
1119 *       | (2x+0, 2y+1, z) |  (2x+1, 2y+1, z) |
1120 *       +-----------------+------------------+
1121 *
1122 *   where Y increases from bottom to top.  When specifying
1123 *
1124 *     layout(derivative_group_linearNV) in;
1125 *
1126 *   compute shader invocations are grouped into 2x2x1 arrays whose four local
1127 *   invocation index values follow the pattern:
1128 *
1129 *       +------+------+
1130 *       | 4n+0 | 4n+1 |
1131 *       +------+------+
1132 *       | 4n+2 | 4n+3 |
1133 *       +------+------+
1134 *
1135 *   If neither layout qualifier is specified, derivatives in compute shaders
1136 *   return zero, which is consistent with the handling of built-in texture
1137 *   functions like texture() in GLSL 4.50 compute shaders.
1138 */
1139enum gl_derivative_group {
1140   DERIVATIVE_GROUP_NONE = 0,
1141   DERIVATIVE_GROUP_QUADS,
1142   DERIVATIVE_GROUP_LINEAR,
1143};
1144
1145enum float_controls
1146{
1147   FLOAT_CONTROLS_DEFAULT_FLOAT_CONTROL_MODE        = 0x0000,
1148   FLOAT_CONTROLS_DENORM_PRESERVE_FP16              = 0x0001,
1149   FLOAT_CONTROLS_DENORM_PRESERVE_FP32              = 0x0002,
1150   FLOAT_CONTROLS_DENORM_PRESERVE_FP64              = 0x0004,
1151   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP16         = 0x0008,
1152   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP32         = 0x0010,
1153   FLOAT_CONTROLS_DENORM_FLUSH_TO_ZERO_FP64         = 0x0020,
1154   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP16 = 0x0040,
1155   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP32 = 0x0080,
1156   FLOAT_CONTROLS_SIGNED_ZERO_INF_NAN_PRESERVE_FP64 = 0x0100,
1157   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP16            = 0x0200,
1158   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP32            = 0x0400,
1159   FLOAT_CONTROLS_ROUNDING_MODE_RTE_FP64            = 0x0800,
1160   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP16            = 0x1000,
1161   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP32            = 0x2000,
1162   FLOAT_CONTROLS_ROUNDING_MODE_RTZ_FP64            = 0x4000,
1163};
1164
1165/**
1166* Enums to describe sampler properties used by OpenCL's inline constant samplers.
1167* These values match the meanings described in the SPIR-V spec.
1168*/
1169enum cl_sampler_addressing_mode {
1170   SAMPLER_ADDRESSING_MODE_NONE = 0,
1171   SAMPLER_ADDRESSING_MODE_CLAMP_TO_EDGE = 1,
1172   SAMPLER_ADDRESSING_MODE_CLAMP = 2,
1173   SAMPLER_ADDRESSING_MODE_REPEAT = 3,
1174   SAMPLER_ADDRESSING_MODE_REPEAT_MIRRORED = 4,
1175};
1176
1177enum cl_sampler_filter_mode {
1178   SAMPLER_FILTER_MODE_NEAREST = 0,
1179   SAMPLER_FILTER_MODE_LINEAR = 1,
1180};
1181
1182/**
1183 * \name Bit flags used for updating material values.
1184 */
1185/*@{*/
1186#define MAT_ATTRIB_FRONT_AMBIENT           0
1187#define MAT_ATTRIB_BACK_AMBIENT            1
1188#define MAT_ATTRIB_FRONT_DIFFUSE           2
1189#define MAT_ATTRIB_BACK_DIFFUSE            3
1190#define MAT_ATTRIB_FRONT_SPECULAR          4
1191#define MAT_ATTRIB_BACK_SPECULAR           5
1192#define MAT_ATTRIB_FRONT_EMISSION          6
1193#define MAT_ATTRIB_BACK_EMISSION           7
1194#define MAT_ATTRIB_FRONT_SHININESS         8
1195#define MAT_ATTRIB_BACK_SHININESS          9
1196#define MAT_ATTRIB_FRONT_INDEXES           10
1197#define MAT_ATTRIB_BACK_INDEXES            11
1198#define MAT_ATTRIB_MAX                     12
1199
1200#define MAT_ATTRIB_AMBIENT(f)  (MAT_ATTRIB_FRONT_AMBIENT+(f))
1201#define MAT_ATTRIB_DIFFUSE(f)  (MAT_ATTRIB_FRONT_DIFFUSE+(f))
1202#define MAT_ATTRIB_SPECULAR(f) (MAT_ATTRIB_FRONT_SPECULAR+(f))
1203#define MAT_ATTRIB_EMISSION(f) (MAT_ATTRIB_FRONT_EMISSION+(f))
1204#define MAT_ATTRIB_SHININESS(f)(MAT_ATTRIB_FRONT_SHININESS+(f))
1205#define MAT_ATTRIB_INDEXES(f)  (MAT_ATTRIB_FRONT_INDEXES+(f))
1206
1207#define MAT_BIT_FRONT_AMBIENT         (1<<MAT_ATTRIB_FRONT_AMBIENT)
1208#define MAT_BIT_BACK_AMBIENT          (1<<MAT_ATTRIB_BACK_AMBIENT)
1209#define MAT_BIT_FRONT_DIFFUSE         (1<<MAT_ATTRIB_FRONT_DIFFUSE)
1210#define MAT_BIT_BACK_DIFFUSE          (1<<MAT_ATTRIB_BACK_DIFFUSE)
1211#define MAT_BIT_FRONT_SPECULAR        (1<<MAT_ATTRIB_FRONT_SPECULAR)
1212#define MAT_BIT_BACK_SPECULAR         (1<<MAT_ATTRIB_BACK_SPECULAR)
1213#define MAT_BIT_FRONT_EMISSION        (1<<MAT_ATTRIB_FRONT_EMISSION)
1214#define MAT_BIT_BACK_EMISSION         (1<<MAT_ATTRIB_BACK_EMISSION)
1215#define MAT_BIT_FRONT_SHININESS       (1<<MAT_ATTRIB_FRONT_SHININESS)
1216#define MAT_BIT_BACK_SHININESS        (1<<MAT_ATTRIB_BACK_SHININESS)
1217#define MAT_BIT_FRONT_INDEXES         (1<<MAT_ATTRIB_FRONT_INDEXES)
1218#define MAT_BIT_BACK_INDEXES          (1<<MAT_ATTRIB_BACK_INDEXES)
1219
1220/** An enum representing what kind of input gl_SubgroupSize is. */
1221enum PACKED gl_subgroup_size
1222{
1223   /** Actual subgroup size, whatever that happens to be */
1224   SUBGROUP_SIZE_VARYING = 0,
1225
1226   /** Subgroup size must appear to be draw or dispatch-uniform
1227    *
1228    * This is the OpenGL behavior
1229    */
1230   SUBGROUP_SIZE_UNIFORM,
1231
1232   /** Subgroup size must appear to be the API advertised constant
1233    *
1234    * This is the default Vulkan 1.1 behavior
1235    */
1236   SUBGROUP_SIZE_API_CONSTANT,
1237
1238   /** Subgroup size must actually be the API advertised constant
1239    *
1240    * Not only must the subgroup size match the API advertised constant as
1241    * with SUBGROUP_SIZE_API_CONSTANT but it must also be dispatched such that
1242    * all the subgroups are full if there are enough invocations.
1243    */
1244   SUBGROUP_SIZE_FULL_SUBGROUPS,
1245
1246   /* These enums are specifically chosen so that the value of the enum is
1247    * also the subgroup size.  If any new values are added, they must respect
1248    * this invariant.
1249    */
1250   SUBGROUP_SIZE_REQUIRE_8   = 8,   /**< VK_EXT_subgroup_size_control */
1251   SUBGROUP_SIZE_REQUIRE_16  = 16,  /**< VK_EXT_subgroup_size_control */
1252   SUBGROUP_SIZE_REQUIRE_32  = 32,  /**< VK_EXT_subgroup_size_control */
1253   SUBGROUP_SIZE_REQUIRE_64  = 64,  /**< VK_EXT_subgroup_size_control */
1254   SUBGROUP_SIZE_REQUIRE_128 = 128, /**< VK_EXT_subgroup_size_control */
1255};
1256
1257#ifdef __cplusplus
1258} /* extern "C" */
1259#endif
1260
1261#endif /* SHADER_ENUMS_H */
1262